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main.cpp
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main.cpp
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#include <bits/stdc++.h>
#include <cstring>
#include <cstdlib>
#include <queue>
#include "Utility.h"
#include "Algorithms/MazeGenerator.h"
#include "Algorithms/Dijkstra.h"
#include "Algorithms/AStar.h"
#include "Algorithms/BFS.h"
#include <SFML/Graphics.hpp>
using namespace std;
struct Position{
int row;
int col;
int heuristicVal;
Position *lastPos;
int cost;
};
int row, col;
vector<vector<char>> env;
vector<vector<char>> envClone;
int numIterations = 0;
//char playerChar = 'P';
//char wallChar = 'B';
//char goalChar = 'G';
// Compare Heuristic
class CompareHeuristic {
public:
bool operator()(Position const& p1, Position const& p2)
{
return p1.heuristicVal > p2.heuristicVal;
}
};
Position findPos(vector<vector<char>> board, char m){
for(int i=0;i<board.size();i++){
for(int j=0;j<board[i].size();j++){
if(board[i][j]==m){
return Position{i,j,0};
}
}
}
}
int calculateManhattan(Position m1, Position m2){
return abs(m1.row-m2.row) + abs(m1.col-m2.col);
}
void printSolvedEnv(Position lastPos, Position startPos){
int len = 0;
env[lastPos.row][lastPos.col] = goalChar;
lastPos = *lastPos.lastPos;
while(lastPos.row!=startPos.row || lastPos.col!=startPos.col){
env[lastPos.row][lastPos.col] ='o';
lastPos = *lastPos.lastPos;
len++;
}
env[startPos.row][startPos.col] = playerChar;
for(int i=0;i<env.size();i++){
for(int j=0;j<env[i].size();j++){
cout<<env[i][j]<<" ";
}
cout<<endl;
}
cout<<"\nPath Length: "<<len<<endl;
cout<<"Number of iterations: "<<numIterations<<endl;
}
// can we update the window as the algorithm explores using multi threading?
int drawEnv(vector<vector<char>> env, int row, int col) {
int squareSize = 30;
sf::RenderWindow window(sf::VideoMode(col*squareSize, row*squareSize), "Pathfinder");
vector<sf::RectangleShape> vec;
for (int i = 0; i < row; i++) {
for (int j = 0; j < col; j++) {
int x = i * squareSize;
int y = j * squareSize;
sf::RectangleShape whitecolor(sf::Vector2f(squareSize, squareSize)); //White rectangles for the board
if (env[i][j] == wallChar) whitecolor.setFillColor(sf::Color(36, 8, 150));
else if (env[i][j] == playerChar|| env[i][j] == goalChar) whitecolor.setFillColor(sf::Color(117, 40, 166));
else if (env[i][j] == 'o') whitecolor.setFillColor(sf::Color(176, 66, 255));
else if (env[i][j] == '_') whitecolor.setFillColor(sf::Color(180, 161, 255));
whitecolor.setPosition(sf::Vector2f(y, x));
vec.push_back(whitecolor);
}
}
while (window.isOpen()) {
sf::Event event{};
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) {
window.close();
}
}
window.clear();
for (auto &rect : vec) {
window.draw(rect);
}
window.display();
}
return EXIT_SUCCESS;
}
void dfs(vector<vector<char>> board){
int numRows = board.size(), numCols = board[0].size();
Position playerPos = findPos(board, playerChar);
Position goalPos = findPos(board, goalChar);
playerPos.lastPos= nullptr;
playerPos.heuristicVal = 0;
Position currentPos;
stack<Position> openList;
openList.push(playerPos);
vector<Position> closedList;
int adjMovesRow[] = {0,1,0,-1};
int adjMovesCol[] = {1,0,-1,0};
while(!openList.empty()){
currentPos = openList.top();
if(calculateManhattan(currentPos, goalPos)==0) break;
openList.pop();
numIterations++;
for(int i=0;i<4;i++){
Position newMove = Position{currentPos.row+adjMovesRow[i], currentPos.col+adjMovesCol[i]};
newMove.lastPos = new Position{currentPos.row, currentPos.col, currentPos.heuristicVal, currentPos.lastPos};
if((newMove.row>=0 && newMove.col>=0 && newMove.row<numRows && newMove.col<numCols) && (board[newMove.row][newMove.col]!=wallChar)){
bool isInClosedList = false;
for(Position pos: closedList){
if(pos.row==newMove.row && pos.col==newMove.col){
isInClosedList = true;
break;
}
}
if(!isInClosedList){
openList.push(newMove);
}
}
}
closedList.push_back(currentPos);
}
if(calculateManhattan(currentPos,goalPos)==0) printSolvedEnv(currentPos, playerPos);
else cout<<"\nNo path exists.";
}
void dijkstra(vector<vector<char>> board) {
int numRows = board.size(), numCols = board[0].size();
Position playerPos = findPos(board, playerChar);
Position goalPos = findPos(board, goalChar);
playerPos.heuristicVal = 0;
// maintain a open and closed list
vector<Position> closedList;
priority_queue<Position, vector<Position>, CompareHeuristic> openList;
openList.push(playerPos);
Position currentPos{};
int adjMovesRow[] = {0,1,0,-1};
int adjMovesCol[] = {1,0,-1,0};
while(calculateManhattan(currentPos, goalPos)!=0 && !openList.empty()){
currentPos = openList.top();
envClone[currentPos.row][currentPos.col] = 'o';
numIterations++;
openList.pop();
for(int i=0;i<4;i++){
if((currentPos.row + adjMovesRow[i]<numRows && currentPos.row + adjMovesRow[i]>=0) && (currentPos.col + adjMovesCol[i]<numCols && currentPos.col + adjMovesCol[i]>=0)){
if(board[currentPos.row+adjMovesRow[i]][currentPos.col+adjMovesCol[i]]!=wallChar){
Position newMove = Position{currentPos.row+adjMovesRow[i], currentPos.col+adjMovesCol[i]};
// check if position already exists in closed List
bool isInClosedList = false;
for(int k=0;k<closedList.size();k++){
if(closedList[k].row==currentPos.row && closedList[k].col==currentPos.col) isInClosedList = true;
}
newMove.heuristicVal = currentPos.heuristicVal+1;
Position lastPos;
lastPos.row = currentPos.row;
lastPos.col = currentPos.col;
lastPos.lastPos = currentPos.lastPos;
newMove.lastPos = new Position{currentPos.row, currentPos.col, currentPos.heuristicVal, currentPos.lastPos};
if(!isInClosedList) {
openList.push(newMove);
}
}
}
}
closedList.push_back(currentPos);
}
if(calculateManhattan(currentPos,goalPos)==0) printSolvedEnv(currentPos, playerPos);
else cout<<"\nNo path exists.";
}
void bfs(vector<vector<char>> board){
int numRows = board.size(), numCols = board[0].size();
Position playerPos = findPos(board, playerChar);
Position goalPos = findPos(board, goalChar);
playerPos.heuristicVal = calculateManhattan(playerPos, goalPos);
// maintain a open and closed list
vector<Position> closedList;
priority_queue<Position, vector<Position>, CompareHeuristic> openList;
openList.push(playerPos);
Position currentPos{};
int adjMovesRow[] = {0,1,0,-1};
int adjMovesCol[] = {1,0,-1,0};
while(calculateManhattan(currentPos, goalPos)!=0 && !openList.empty()){
currentPos = openList.top();
envClone[currentPos.row][currentPos.col] = 'o';
numIterations++;
openList.pop();
for(int i=0;i<4;i++){
if((currentPos.row + adjMovesRow[i]<numRows && currentPos.row + adjMovesRow[i]>=0) && (currentPos.col + adjMovesCol[i]<numCols && currentPos.col + adjMovesCol[i]>=0)){
if(board[currentPos.row+adjMovesRow[i]][currentPos.col+adjMovesCol[i]]!=wallChar){
Position newMove = Position{currentPos.row+adjMovesRow[i], currentPos.col+adjMovesCol[i]};
// check if position already exists in closed List
bool isInClosedList = false;
for(int k=0;k<closedList.size();k++){
if(closedList[k].row==currentPos.row && closedList[k].col==currentPos.col) isInClosedList = true;
}
newMove.heuristicVal = calculateManhattan(newMove, goalPos);
Position lastPos;
lastPos.row = currentPos.row;
lastPos.col = currentPos.col;
lastPos.lastPos = currentPos.lastPos;
newMove.lastPos = new Position{currentPos.row, currentPos.col, currentPos.heuristicVal, currentPos.lastPos};
if(!isInClosedList) {
openList.push(newMove);
}
}
}
}
closedList.push_back(currentPos);
}
if(calculateManhattan(currentPos,goalPos)==0) printSolvedEnv(currentPos, playerPos);
else cout<<"\nNo path exists.";
}
void astar(vector<vector<char>> board){
int numRows = board.size(), numCols = board[0].size();
Position playerPos = findPos(board, playerChar);
playerPos.cost = 0;
Position goalPos = findPos(board, goalChar);
playerPos.heuristicVal = calculateManhattan(playerPos, goalPos);
// maintain a open and closed list
vector<Position> closedList;
priority_queue<Position, vector<Position>, CompareHeuristic> openList;
openList.push(playerPos);
Position currentPos{};
int adjMovesRow[] = {0,1,0,-1};
int adjMovesCol[] = {1,0,-1,0};
while(calculateManhattan(currentPos, goalPos)!=0 && !openList.empty()){
currentPos = openList.top();
numIterations++;
openList.pop();
for(int i=0;i<4;i++){
if((currentPos.row + adjMovesRow[i]<numRows && currentPos.row + adjMovesRow[i]>=0) && (currentPos.col + adjMovesCol[i]<numCols && currentPos.col + adjMovesCol[i]>=0)){
if(board[currentPos.row+adjMovesRow[i]][currentPos.col+adjMovesCol[i]]!=wallChar){
Position newMove = Position{currentPos.row+adjMovesRow[i], currentPos.col+adjMovesCol[i]};
// check if position already exists in closed List
bool isInClosedList = false;
for(int k=0;k<closedList.size();k++){
if(closedList[k].row==currentPos.row && closedList[k].col==currentPos.col) isInClosedList = true;
}
newMove.cost = currentPos.cost+1;
newMove.heuristicVal = calculateManhattan(newMove, goalPos) + newMove.cost;
Position lastPos;
lastPos.row = currentPos.row;
lastPos.col = currentPos.col;
lastPos.lastPos = currentPos.lastPos;
newMove.lastPos = new Position{currentPos.row, currentPos.col, currentPos.heuristicVal, currentPos.lastPos};
if(!isInClosedList) {
openList.push(newMove);
}
}
}
}
closedList.push_back(currentPos);
}
if(calculateManhattan(currentPos,goalPos)==0) printSolvedEnv(currentPos, playerPos);
else cout<<"\nNo path exists.";
}
/*
Maze Input Example
__________
__________
___P__B___
__BBBBB___
___G______
______G_
_B____B_
_B_B__B_
_B____B_
_BBBBBB_
P_______
*/
void printEnv(){
for(int i=0;i<env.size();i++){
for(int j=0;j<env[i].size();j++){
cout<<env[i][j]<<" ";
}
cout<<endl;
}
}
int main()
{
char ch;
cout<<"Would you like to automatically generate a maze or design one manually? (y/n) "<<endl;
cin>>ch;
if(ch=='y'){
cout<<"\nDesign your matrix:\n>Use _ for empty tiles\n>Use B for wall blocks\n>Use P & G to position your playerChar & goal respectively\n"<<endl;
bool end = false;
cout<<"\nEnter Number of rows and cols: ";
cin>>row>>col;
for(int i=0;i<row;i++){
vector<char> row;
for(int j=0;j<col;j++){
char el;
cin>>el;
row.push_back(el);
}
env.push_back(row);
}
}
else{
env = vector<vector<char>>(ROW, vector<char>(COL, ' '));
MazeGenerator mazeGenerator{};
mazeGenerator.getGrid(env);
row = ROW;
col = COL;
}
envClone = env;
int choice;
cout<<"\nChoose:\n1. Best First Search\n2. A*\n3. Dijkstra\n4. DFS\n";
cin>>choice;
switch(choice){
case 1: bfs(env);
break;
case 2: astar(env);
break;
case 3: dijkstra(env);
break;
case 4: dfs(env);
break;
default: cout<<"\nWrong input!";
break;
}
drawEnv(env, row, col);
return 0;
}